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Messages - Garlandgreeneyes

#1
I have tried out adding a few alternative animals to the maneater packs, and it works out pretty well with hilarious results.  I think if implemented into the vanilla game, there would have to be a restriction on just how many maneating chickens would come at once.  I think this concept could also work well with housecats, terriers, and other low threat animals.  This wouldn't be considered a major threat event.

I was also thinking of an event where a crazed wolf pack comes on the map, eats all the other animals and then leaves... meaning you either take them on and risk them becoming manhunters or leave them and potentially lose the option to hunt.

Just a couple ideas, seem like they would be pretty cheap to implement.
#2
General Discussion / Re: No corn debuff?
July 17, 2016, 11:19:34 PM
I find your post funny.  Because freshly picked corn can be eaten raw in the real world, it tastes great, I've done it many times.  Not from the grocery store, from a roadside stand, just shuck it, rinse it off, and eat it.  It's delicious.  This can be done with almost all vegetables.
#3
Let's say you have overwhelming numbers of tribespeople coming to your base, dress one colonist in armor, a shield, and a melee weapon in a doorway.  Fill the area behind him or her with people with ranged weapons.  The person in the doorway will likely get downed, and will no longer be attacked.  The doorway will be open, but still exist, and tribespeople will not enter.  You will still be able to shoot them through the doorway, and many of them will congregate right there... five or six colonists will be able to chase off 30 to 40 tribespeople this way, likely without death.  I feel sad posting this.
#4
General Discussion / Re: Pegi Age
May 08, 2016, 02:15:28 PM
The game has not technically been released yet, and as such there is no pegi rating.  If it makes any difference, my best guess is that the most likely rating would be 12, for animated depictions of drinking, violence, death and cannibalism, as well as sexual references.
#5
Please finish this, I am looking forward to it so much!  Those creatures look and sound awesome!
#6
General Discussion / Re: Mods?
April 29, 2016, 11:53:48 PM
My favorites for alpha 13 so far have been apparello and miscellaneous, they play nice together as well, which is a plus.
#7
The best way I've found so far is to use grenades.  Stand in doorway, throw grenade, close door behind you, wait for them to move off, stand in doorway, throw grenade...
#8
Hi,
I have played a lot of rimworld.  Up until this update, I can't remember the last time I lost a colony, alpha 9 I think it was.  Now, they all die.  I love this update.  Most recent loss happened like this, 3 raids in quick succession had me drafting all the colonists, though 2 were sick.  Survived the raids, but one of my colonists didn't get better quickly enough (only had herbal medicine) and he died.  He had a lover, she went berserk.  I arrested her.  My base was in the mountains, a hive appeared with many bugs, my 3 remaining colonists were downed.  The whole while of this, a psychic ship was waiting to be dealt with.  This all seemed to happen very quickly.  I'm just enjoying the challenge of it all.  Anybody else dealing with losing for the first time in a long time?
#9
General Discussion / RC4 Encryption at ludeon.com
April 09, 2016, 01:17:17 PM
I can no longer access this site with the chrome browser, showing an incompatibility message for RC4 encryption.  I had to switch to firefox just to post this.

I apologize for likely posting this in the wrong place, or if in fact the problem is only on my end.
#10
Maybe with the new relationship system, "disturbed sleep" will be a mood buff! :)
#11
Mods / Re: Bone Craft Mod?
March 20, 2016, 03:19:54 PM
There was such a mod made for an earlier release, it would likely have to be modified to work with the current version.
#12
General Discussion / Re: A few questions
March 07, 2016, 06:58:33 PM
There are many potential answers to the question, "how do I get food for my settlers?"

You can scan around the map and find survival meals, and "allow them" (remove the red x)

You can use the "harvest" function to harvest berries from bushes, if they are on the map.  You can set a grow zone to begin growing and harvesting your own crops, as long as the temperature is moderate and the ground has potential to grow something.

You can build a butcher table, select it and "create job" butcher creature.  Then you can use the "hunt" function, to kill animals, the colonists will kill the animal, then take it to the butcher table to gain raw meat... your colonists will eat it raw if that's all they have, but they won't be happy about it.  You can butcher humans too, most colonists really don't like eating humans, but there is the possibility that there might be a cannibal or two, they still don't like eating it raw.

You can build a cook stove, select it and create "job" cook simple meal for it to be cooked, or build a nutrient paste dispenser and build a hopper against it, for paste meals to be dispensed,  these require power that can come from a wind turbine or a solar panel... adding a battery will make the power available even when it's not sunny or windy.  The generators won't work indoors, and the cook stove, battery, or paste dispenser will short out and light on fire if they are outside and it begins to rain.

Have fun!
#13
Updated!
#14
Thank you very much, I love this mod!
#15
I'm really enjoying it so far, I'm playing cassandra classic on extreme difficulty. 

I have a big map and some things were taking too long because they're so far away, so I've set up a permanent outpost... basically running two colonies.  I can just barely do it, which feels about right. 

I dislike having to micromanage my miners, it'd be better for them to just not go out and mine at all rather than be almost tired and hungry and start mining plasteel, and not stop until they have a breakdown.  Maybe you could put in a small check to see if their rest and food levels are above half before allowing them to start mining anything that takes a long time, or, upon a poor mood, check to see if they are mining and make them stop. 

On a big map, sieges are difficult because it takes so long to get there, that's good.  Ships are difficult because it takes a while to get back to my defenses, also good, though I could just mortar it until the attack triggers. 

Food seems too easy now, either grown or killed.  A couple small muffalo herds and my muffalo meat is in the thousands.  I should have to hunt more, and grow more.  The activity level seems right, but the amount gained is high. 

Power seems a little too easy as well.  I think the geothermal generators give a little too much.

A great change I think I've seen, pawns seem less likely to die from being shot, and more likely to lose a hand or foot,  I had one colonist lose both hands and one foot, and had her only doing research for months while waiting for a ship to sell some bionics and prosthetics.  I really like that aspect of it, that we have to take care of our casualties. 

I think it could go even more in this direction, though brain injuries basically mean that the pawn is untreatable and not worth keeping, it'd be better if there was in fact some way of treating it (extremely expensive glitterworld nanobots?).  But why would we keep our casualties when we can just replace them?  Maybe a permanent mood debuff when our colonists die?  (Missing friend -1) Just a thought. 

Skill rate gain seems higher than before, I'm enjoying it, but maybe a little too high. 

Tribal attacks are too easy, though they come in great numbers, they're too clumped together,  if they were to be more likely to have bows and space themselves out a bit they'd be a real threat. 

10c was just slightly too hard to recruit, 10f seems too easy to me, the pawns seem to forget that I killed all their friends pretty quickly. 

Clothing changes are happening better than previous releases.

I realize that I'm a pretty hardcore gamer and my opinion may not be indicative of an average gamer.   Sorry if I got a little off topic there.